I've posted it before but I love playing it so it's worth posting again

I utilise pretty much everything this build has to offer and I actually find Elixir-Infused Bombs to be a real help. Running Cleric's gear seems to get me a lot of attention from mobs in dungeons (some people seem to think high Toughness attracts mobs) and to that end I've switched a few pieces of gear for Karma Prec/Vit/Healing stuff and taken the protection traits plus an extra full condition cleanse with Elixir C. These traits and Elixir C can be swapped depending on situation - I seem to use Elixir C a lot less now so a stun breaker or something like Elixir R or B could go here. A few trait points could be moved too. Trash mobs in dungeons, open world Veterans and even some bosses can be tanked pretty easily with this build (most bosses are too spikey but you also have decent kiting and blind options ).

Kit Refinement with Super Elixir is my favourite trait in the game coming from a support viewpoint. Combine that with easy upkeep of Regen and bomb heals as often as possible (weakness from Elixir Gun #1 when not possible) and the healing actually starts to make a difference. If you can manage to combo the turret with itself on top of low health allies for a water field heal, rune heal and Regen, then people really start to appreciate your healing power. Unfortunately, the heal from Sigil of Water is tiny and without much crit doesn't even happen very often so I'm open to suggestions for that slot!

So that's my bomb/healing experience. Don't forget about all the other forms of support this build offers though. Also, I run with at least two melee guys so get a lot of use out of bombs etc. - your mileage may vary!

Has anyone here tried taking all the Inventions turret traits and maybe Power Wrench as well? I've been wondering how useful a fully traited Thumper would be for dungeon pulls or even boss tanking... Is Power Wrench even necessary if you take all the inventions traits?

Would be nice to have a turret build where you could pick the turrets for the job, do some damage with a rifle (or pistol *shrug*) and keep everything topped up with the Tool Kit. Also, has anyone used Deployable or Accelerant-Packed Turrets effectively?

Something certainly needs tweaking to make turrets see more use!

On a slightly unrelated note, I've seen a couple of videos of people using Static Discharge builds but never putting the turret down. Do people realise that detonating the turret also fires Static Discharge?

*EDIT* If my tests in the mists are anything to go by then turrets are a joke. Even the Thumper doesn't have enough health!

Been using this for a while in my support build. Combo the turret with itself and then the toolbelt skill with another blast if possible. Regen is easily kept up with just this on cooldown but often comes from other sources too so try not to use it unless required. This combined with Kit Refinement for the elixir gun and a few other things makes for some nice healing and support options!

The traits can be changed a bit but the important parts are the kits, their toolbelt skills and the major traits "Kit Refinement" and "Elixir-Infused Bombs". Zebes mentioned that bombs don't heal for much but who else can boast spamable, targetted heals (plus they're not that bad with full healing stats)? Kit Refinement currently produces the Super Elixir effect when equipping the Elixir Gun (as detailed here) so switching to this and then waiting to use the actual Super Elixir means 100% uptime on a pulsing AoE heal and light field. The Elixir Gun's toolbelt skill "Healing Mist" provides 10sec Regen and the Healing Turret provides 8secs but these are buffed by 20% boon duration and Runes of Dwayna 20% Regen as well as the Runes 10sec Regen on heal skill use so that's 100% uptime on Regeneraton too. To sum up...

Nothing beats the Engineer for fun IMHO. I was also considering taking the Asuran D-Series Golem as an elite skill because he puts up an AoE shield and can take a bit of punishment. Not sure if that's more use than the Supply Crate yet.

I posted this in a general thread about support/heals. Someone had a go at me for leaving the extra jewels in so forget about them if needs be - they don't matter!

There's also a water field from the turret toolbelt before you put it down. Weakness, blinds etc. are important too. I might tweak it a bit in future. What do people think about the D-Series Golem?